In the previous article we began looking at the new Palette library which was introduced as part of the Android-L developer preview (but will be available in a support library with compatibility back to API 7) which enables us to extract colour information from bitmaps. We got our image loading working so we’l now turn…
Category: Bitmap
Palette – Part 1
One of the many additions being introduced in Android-L is a new library for extracting key colours from bitmaps. In this short series we’ll take a look at the new Palette library.
Irregular Shapes – Part 4
Previously in this series we’ve looked at how to display images with irregular outlines, beginning with simply rounding the corners, but also displaying them in a speech bubble. In this final article of the series we’ll look at displaying an image with a love heart outline.
Irregular Shapes – Part 3
In the previous articles in this series, we’ve looked at two different approaches for creating an image with rounded corners. In this article, we’ll look at creating a speech bubble effect, similar to those used in some messaging apps such as WhatsApp.
Irregular Shapes – Part 2
In the previous article we looked at how we can use an alpha mask to create a round cornered image, although there were a couple of reasons why it wasn’t entirely suitable for our requirements. In this article we’ll look at an alternative mechanism for achieving the same result but without using a second image.
Irregular Shapes – Part 1
A little while ago I was asked about how to create images with irregularly shaped outlines such as those in WhatsApp which are shaped like a speech bubble. In this series we’ll look at some techniques for doing precisely that.
Blurring Images – Part 7
In the previous article we performed some simple optimisations which enormously improved the frame rate of our animations. However, we mentioned that increasing the size of the area that we wish to blur will slow the frame rate because the complexity of the blur operation will increase exponentially. In this article we’ll look at an…
Blurring Images – Part 6
In the previous article we looked at frame rates, and explored how we can measure them by adding some simple benchmarking logging. In this article we’ll look at implementing our dynamic blurring so that we can animate things, and optimising things to improve our framerate.
Blurring Images – Part 5
So far in this series there have been quite a few mentions of frame rates, and assertions that we want to keep our frame rates as high as possible. In this article we’ll look a little closer at how we can measure frame rates, and explore how changes in our layouts and views can affect…
Blurring Images – Part 4
Previously in this series we’ve looked at blurring an image using RenderScript, and a technique for analysing performance to work out where the bottlenecks are in the process. We found that the actual bur operation was extremely quick in RenderScript, but we did have an overhead of marshalling bitmaps from the Java memory space across…